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AEmitter on actors http://45.55.195.193/viewtopic.php?f=1&t=14358 |
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Author: | Mind [ Mon Apr 20, 2009 2:18 am ] |
Post subject: | AEmitter on actors |
How can i add an aemitter onto an actor that has 10000 emissions a second, without it affecting the actor's fliying pattern or anything.....? Ive tried making eeverything zero, but it deosnt really work at all... Could i make the character very heavy, so it wouldnt affect him as much? |
Author: | zalo [ Mon Apr 20, 2009 2:22 am ] |
Post subject: | Re: AEmitter on actors |
Add this to the Emissions code: Code: PushesEmitter = 0 |
Author: | Duh102 [ Mon Apr 20, 2009 2:24 am ] |
Post subject: | Re: AEmitter on actors |
EDIT: Ninja'd by Zalo, though I have this to add You can't make emissions ignore the actor (collision wise) if they're HitsMOs = 1 or GetsHitByMOs = 1. |
Author: | Mind [ Mon Apr 20, 2009 10:08 pm ] |
Post subject: | Re: AEmitter on actors |
It is HitsMOs and GetsHitByMOs 0, but it seems to still effect him, but ill try |
Author: | Geti [ Tue Apr 21, 2009 10:38 am ] |
Post subject: | Re: AEmitter on actors |
or for even better efficiency, in the emitter code, JointStiffness = 0 |
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